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My DM'ing has gotten worse over the years, not better
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<blockquote data-quote="pemerton" data-source="post: 5600996" data-attributes="member: 42582"><p>I think your use of "tend" here is correct. It's a tendency. I'm deliberately pushing things a bit harder in my posts - messageboards tend to encourage strong rhetoric - but I think the tendency is all that I really want to point to.</p><p></p><p>I don't have any empirical data either. But I don't know how else to understand the popularity of adventure paths, railroady WotC modules, etc.</p><p></p><p>What I think this might show is that (i) adding colour isn't nothing, as far as an actual play experience goes, and (ii) it can be a lot of fun to hang out with friends and roll some dice. Especially in the context of a nicely-written story.</p><p></p><p>When I played in this sort of "adding colour to the GM's story" game (back in the 2nd ed era) I got my fun in two other ways also. First, there can be a gamist element to play, because even if the GM is fudging a bit you can still, as a player, work hard to maximise your own performance and the party's performance so as to save the GM having to fudge (in my own case, I was helping others build broken PCs using Skills and Powers, and also trying to do clever spellcasting with my cleric who had access to wizard Evocation spells as a bonus sphere). Second, there can be a lot of fun roleplaying with the other players, and in effect setting up a "shadow story" (which in my case became the real story, as far as I was concerned) which the players are primarily in charge of.</p><p></p><p>I wouldn't be surprised if you're doing one or both of these other things too.</p><p></p><p>What eventually made me leave my game that was like this was when the GM teleported us all 100 years into the future, which (for various reasons to do with how the PCs related to the ingame situation) effectively killed off the player-driven "shadow story". I don't know if the GM had this as a deliberate goal - I think he may have done - but in any event, for me it wrecked the game.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5600996, member: 42582"] I think your use of "tend" here is correct. It's a tendency. I'm deliberately pushing things a bit harder in my posts - messageboards tend to encourage strong rhetoric - but I think the tendency is all that I really want to point to. I don't have any empirical data either. But I don't know how else to understand the popularity of adventure paths, railroady WotC modules, etc. What I think this might show is that (i) adding colour isn't nothing, as far as an actual play experience goes, and (ii) it can be a lot of fun to hang out with friends and roll some dice. Especially in the context of a nicely-written story. When I played in this sort of "adding colour to the GM's story" game (back in the 2nd ed era) I got my fun in two other ways also. First, there can be a gamist element to play, because even if the GM is fudging a bit you can still, as a player, work hard to maximise your own performance and the party's performance so as to save the GM having to fudge (in my own case, I was helping others build broken PCs using Skills and Powers, and also trying to do clever spellcasting with my cleric who had access to wizard Evocation spells as a bonus sphere). Second, there can be a lot of fun roleplaying with the other players, and in effect setting up a "shadow story" (which in my case became the real story, as far as I was concerned) which the players are primarily in charge of. I wouldn't be surprised if you're doing one or both of these other things too. What eventually made me leave my game that was like this was when the GM teleported us all 100 years into the future, which (for various reasons to do with how the PCs related to the ingame situation) effectively killed off the player-driven "shadow story". I don't know if the GM had this as a deliberate goal - I think he may have done - but in any event, for me it wrecked the game. [/QUOTE]
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